Hello all! Although the new Artificer class is still in the playtesting phase, I had some fun coming up with a homebrew subclass for it. It is mostly inspired by the idea of powered suits and armor. The main idea is to give the artificer a customization suit of armor that is unique to their interests and skill. I certainly can't say that its terribly well balanced, but take a look and let me know what you think. All input and criticism is welcome (civility is greatly appreciated).
The strength of a person is defined by how hard one strives for self-improvement. For a mechanist, self-improvement can be achieved with a little elbow grease, some careful thinking, and creativity.
Mechanists are known for crafting, maintaining, and modifying special suits of armor, allowing them sustainability and versatility on the battle field. The world is what you make of it, and Mechanists have just the tools for the job.
Mechanist Spells:
Artificer Level
Spells
3rd
Magic Missile, Shield
5th
Darkvision, Locate Object
9th
Nondetection, Lightning Bolt
14th
Fire Shield, Locate Creature
17th
Passwall, Rary’s Telepathic Bond
Body Armor:
At 3rd level, you learn to craft a suit of armor using magical adhesion and enhancement which covers your entire body with a mixture of leather, clothe, and metal pieces to allow for flexibility and durability. This armor counts as medium, with AC = 10 + your Dexterity Modifier + your Intelligence Modifier. If any other creature uses this armor, the AC = 10 + that creature’s Dexterity Modifier, as you are the only one that can truly benefit from its particular magical enhancements.
Additionally, if you expand a spell slot of 1st level or higher, you can Don or Doff this armor using a bonus action so long as the suit is within 30ft of you. You can also Don or Doff the body armor for a willing creature you can see and who is within range of the suit.
You gain your first suit when you choose this specialization at 3rd level. After that, crafting additional or replacement suits requires 100 GP and 24 hours dedicated solely to creating the new suit.
Artificer Armaments:
At 6th level, you have begun to experiment with customizing your Body Armor to suit your needs. You can now add an item as an additional piece for your body armor, from the list below. You can choose to switch out different items during your long rest if you have the prerequisite item (and level if listed) and do not utilize the Infuse Item feature. Attached items are considered part of the armor itself and cannot be infused separately. The prerequisite items are consumed when adding an attachment and lose any temporary properties granted to them by spells or infusions. Armaments can be forcibly removed from the suit by another creature with a successful DC 20 Athletics skill check, but these attachments cannot otherwise be dropped, stolen, or removed without taking the rest of the armor with it.
At 14th level, you can add up to two armaments to your armor when using this feature if you meet the necessary requirements. If another creature is wearing your Body Armor, it cannot benefit from any armament feature that requires use of a spellcasting modifier or spell save DC.
Armaments:
Chain Hook-Prerequisite items: Chain and Spear; Prerequisite Level: 10- Connected along one of your arms is 5ft of Chain attached to a spearhead. You can use this item to make melee weapon attacks, with the damage for it being 1d6 piercing and using your Strength modifier for attack and damage rolls. You are considered proficient with this weapon. Additionally, if you hit a creature with a weapon attack from this item, you can elect to not deal damage. If you do, the creature is grappled by the chain (no contest required), with the DC to break the grapple on future turns being equal to you spell save DC.
Concealed Blade - Prerequisite Item: Dagger- attached under one of your wrists is a concealed blade, which you can bring forth or sheath using a Free action. On your turn, you can make a weapon attack with the dagger as a bonus action. If you use the Thrown property of the dagger to make a ranged weapon attack, you use your spellcasting modifier in place of the normal attack modifier for the attack and damage, firing the dagger from your wrist using inlaid mechanisms you designed. Once you do so you cannot utilize this attachment's features until you reattach a dagger to the suit using your action.
Hook Belt-Prerequisite items: Grappling Hook, Rope; Prerequisite level: 10- you now have a small grappling hook attached to your belt. On your turn, you can use the grappling hook as an action. When you use it to grapple a structure, you can walk on that that surface using part of your normal movement speed to the full length of the rope. The grappling hook has a 20ft rope attachment which retracts back to your belt as you approach the hook. While hooked to a surface, you can use your reaction to retract 10ft of rope, pulling you towards the hook. This reaction must be in response to an attack or spell effect that would hit you and must be declared after you have determined the attack or spell would hit you, but before damage is determined. If you use your reaction in this way, modify your AC or saving throw as if you had the benefit of half-cover.
Lock-breaker-Prerequisite item: Portable Ram- a smaller version of the portable ram is attached to one of your arms. You gain +2 to Athletics skill checks to break down doors. You can also utilize this attachment as a weapon which you are proficient in (using the same stats and modifiers as a Warhammer for the attack).
Magical Enhancement-Prerequisite item: A magical item of at least “uncommon” rarity; Prerequisite level: 10- You improve your Body Armor’s magical defenses. You gain resistance to non-magical bludgeoning, piercing, and slashing damage while wearing your Body Armor. If the rarity of the prerequisite magic item is “legendary”, you gain immunity to the previously mentioned damage types instead of resistance.
Shoulder Turret- Prerequisite items: Dart and Crossbow- attached to one of your shoulders is a small turret, like a crossbow. The turret has the loading property and uses darts as ammunition. On your turn, you can use a bonus action to make an attack with the shoulder turret, making a ranged weapon attack as you would for a dart, but using your spellcasting modifier for your attack and damage rolls in place of Dexterity or Strength.
Spiked Boots-Prerequisite item: 10 Iron Spikes and a pair of boots- the boots are reinforced and attached to your Body Armor, granting you better footing. You can move across difficult terrain at your normal speed and have advantage on Athletics checks and Strength saving throws to contest being shoved or displaced against your will.
Small Shield-Prerequisite item: Shield- attached to one of your forearms is a shield which you have reduced in size to fit the suit without weighing you down. This shield grants +1 to the AC of your Body Armor.
Syringe- Prerequisite item: Healer’s kit (or a potion of any kind);Prerequisite level: 10- a small syringe is attached under one of your wrists. As a bonus action on your turn, you can stabilize a creature you can touch if you used the Healer's kit in crafting this attachment. You can use this attachment to stabilize creatures up to three times before needing to refill during a short or long rest. Alternatively, if you used a potion, you can use your bonus action to apply the potion to a creature you can touch. If you use a potion as the base, you can only use the attachment once before needing to refill the syringe. Refilling the syringe can be completed during a long or short rest so long as you have another healer's kit or potion.
Tool Attachment- Prerequisite item: Thieves’ tools or Artisan tools you use as your spellcasting focus- While these tools are integrated into your body armor, you do not need to be holding your tools in your hand to utilize them as a spellcasting focus.
Inspired Engineering
You have a mastery over your armor and its inner workings. At 14th level, you can choose one of the following permanent improvements to be made to your Body Armor. For each additional suit of Body Armor you create, you can choose an improvement (with each suit not being required to have the same improvement).
Adamantine Alloy: While wearing your Body Armor, critical hits made against you count as normal hits. Additionally, your armor cannot be physically broken or damaged. For any creature other than you who wears armor with this enchantment, the Body Armor counts as heavy and grants disadvantage on Stealth skill checks.
Illusionary Plating: While wearing your Body Armor, you can cast Greater Invisibility as an action. Once you do so, you must complete a long or short rest before you can cast the spell again in this way. This enchantment can only be activated when you are the one wearing the Body Armor.
Destructive Core: While wearing your Body Armor, you can cast the Disintegrate spell as an action (using your spell save DC). Once you do so, you must complete a long rest before casting this spell again in this way. This enchantment can only be activated when you are the one wearing the Body Armor.
Looks pretty good. From looking at the other subclasses many of them get tool proficiencies. I don't see any listed in your subclass. You may want to check this out this subclass template...
Hello all! Although the new Artificer class is still in the playtesting phase, I had some fun coming up with a homebrew subclass for it. It is mostly inspired by the idea of powered suits and armor. The main idea is to give the artificer a customization suit of armor that is unique to their interests and skill. I certainly can't say that its terribly well balanced, but take a look and let me know what you think. All input and criticism is welcome (civility is greatly appreciated).
__________________________________________________________________________________________________________________________________________________
Mechanist
The strength of a person is defined by how hard one strives for self-improvement. For a mechanist, self-improvement can be achieved with a little elbow grease, some careful thinking, and creativity.
Mechanists are known for crafting, maintaining, and modifying special suits of armor, allowing them sustainability and versatility on the battle field. The world is what you make of it, and Mechanists have just the tools for the job.
Mechanist Spells:
Artificer Level
Spells
3rd
Magic Missile, Shield
5th
Darkvision, Locate Object
9th
Nondetection, Lightning Bolt
14th
Fire Shield, Locate Creature
17th
Passwall, Rary’s Telepathic Bond
Body Armor:
At 3rd level, you learn to craft a suit of armor using magical adhesion and enhancement which covers your entire body with a mixture of leather, clothe, and metal pieces to allow for flexibility and durability. This armor counts as medium, with AC = 10 + your Dexterity Modifier + your Intelligence Modifier. If any other creature uses this armor, the AC = 10 + that creature’s Dexterity Modifier, as you are the only one that can truly benefit from its particular magical enhancements.
Additionally, if you expand a spell slot of 1st level or higher, you can Don or Doff this armor using a bonus action so long as the suit is within 30ft of you. You can also Don or Doff the body armor for a willing creature you can see and who is within range of the suit.
You gain your first suit when you choose this specialization at 3rd level. After that, crafting additional or replacement suits requires 100 GP and 24 hours dedicated solely to creating the new suit.
Artificer Armaments:
At 6th level, you have begun to experiment with customizing your Body Armor to suit your needs. You can now add an item as an additional piece for your body armor, from the list below. You can choose to switch out different items during your long rest if you have the prerequisite item (and level if listed) and do not utilize the Infuse Item feature. Attached items are considered part of the armor itself and cannot be infused separately. The prerequisite items are consumed when adding an attachment and lose any temporary properties granted to them by spells or infusions. Armaments can be forcibly removed from the suit by another creature with a successful DC 20 Athletics skill check, but these attachments cannot otherwise be dropped, stolen, or removed without taking the rest of the armor with it.
At 14th level, you can add up to two armaments to your armor when using this feature if you meet the necessary requirements. If another creature is wearing your Body Armor, it cannot benefit from any armament feature that requires use of a spellcasting modifier or spell save DC.
Armaments:
Chain Hook-Prerequisite items: Chain and Spear; Prerequisite Level: 10- Connected along one of your arms is 5ft of Chain attached to a spearhead. You can use this item to make melee weapon attacks, with the damage for it being 1d6 piercing and using your Strength modifier for attack and damage rolls. You are considered proficient with this weapon. Additionally, if you hit a creature with a weapon attack from this item, you can elect to not deal damage. If you do, the creature is grappled by the chain (no contest required), with the DC to break the grapple on future turns being equal to you spell save DC.
Concealed Blade - Prerequisite Item: Dagger- attached under one of your wrists is a concealed blade, which you can bring forth or sheath using a Free action. On your turn, you can make a weapon attack with the dagger as a bonus action. If you use the Thrown property of the dagger to make a ranged weapon attack, you use your spellcasting modifier in place of the normal attack modifier for the attack and damage, firing the dagger from your wrist using inlaid mechanisms you designed. Once you do so you cannot utilize this attachment's features until you reattach a dagger to the suit using your action.
Hook Belt- Prerequisite items: Grappling Hook, Rope; Prerequisite level: 10- you now have a small grappling hook attached to your belt. On your turn, you can use the grappling hook as an action. When you use it to grapple a structure, you can walk on that that surface using part of your normal movement speed to the full length of the rope. The grappling hook has a 20ft rope attachment which retracts back to your belt as you approach the hook. While hooked to a surface, you can use your reaction to retract 10ft of rope, pulling you towards the hook. This reaction must be in response to an attack or spell effect that would hit you and must be declared after you have determined the attack or spell would hit you, but before damage is determined. If you use your reaction in this way, modify your AC or saving throw as if you had the benefit of half-cover.
Lock-breaker-Prerequisite item: Portable Ram- a smaller version of the portable ram is attached to one of your arms. You gain +2 to Athletics skill checks to break down doors. You can also utilize this attachment as a weapon which you are proficient in (using the same stats and modifiers as a Warhammer for the attack).
Magical Enhancement-Prerequisite item: A magical item of at least “uncommon” rarity; Prerequisite level: 10- You improve your Body Armor’s magical defenses. You gain resistance to non-magical bludgeoning, piercing, and slashing damage while wearing your Body Armor. If the rarity of the prerequisite magic item is “legendary”, you gain immunity to the previously mentioned damage types instead of resistance.
Shoulder Turret- Prerequisite items: Dart and Crossbow- attached to one of your shoulders is a small turret, like a crossbow. The turret has the loading property and uses darts as ammunition. On your turn, you can use a bonus action to make an attack with the shoulder turret, making a ranged weapon attack as you would for a dart, but using your spellcasting modifier for your attack and damage rolls in place of Dexterity or Strength.
Spiked Boots-Prerequisite item: 10 Iron Spikes and a pair of boots- the boots are reinforced and attached to your Body Armor, granting you better footing. You can move across difficult terrain at your normal speed and have advantage on Athletics checks and Strength saving throws to contest being shoved or displaced against your will.
Small Shield-Prerequisite item: Shield- attached to one of your forearms is a shield which you have reduced in size to fit the suit without weighing you down. This shield grants +1 to the AC of your Body Armor.
Syringe- Prerequisite item: Healer’s kit (or a potion of any kind); Prerequisite level: 10- a small syringe is attached under one of your wrists. As a bonus action on your turn, you can stabilize a creature you can touch if you used the Healer's kit in crafting this attachment. You can use this attachment to stabilize creatures up to three times before needing to refill during a short or long rest. Alternatively, if you used a potion, you can use your bonus action to apply the potion to a creature you can touch. If you use a potion as the base, you can only use the attachment once before needing to refill the syringe. Refilling the syringe can be completed during a long or short rest so long as you have another healer's kit or potion.
Tool Attachment- Prerequisite item: Thieves’ tools or Artisan tools you use as your spellcasting focus- While these tools are integrated into your body armor, you do not need to be holding your tools in your hand to utilize them as a spellcasting focus.
Inspired Engineering
You have a mastery over your armor and its inner workings. At 14th level, you can choose one of the following permanent improvements to be made to your Body Armor. For each additional suit of Body Armor you create, you can choose an improvement (with each suit not being required to have the same improvement).
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I absolutely Love this! I'm no expert, but this seems very reasonable and imaginative to me. I'd allow it at my table for sure.
Thank you. I appreciate the positive feedback
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Re-imagining unpopular subclasses as part of FIFY WotC. Let us know what you think of our changes!
This seems really thought out and well valences I love it
Thank you
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Re-imagining unpopular subclasses as part of FIFY WotC. Let us know what you think of our changes!
Also have you seen the new subclasses they added yesterday they are amazing I love the archivist
I did just look them over, but not in depth. Archivist certainly seems interesting
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Re-imagining unpopular subclasses as part of FIFY WotC. Let us know what you think of our changes!
Looks pretty good. From looking at the other subclasses many of them get tool proficiencies. I don't see any listed in your subclass. You may want to check this out this subclass template...
https://thinkdm.org/2019/03/10/artificer-subclass-template/